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slaen

@slaen
0 bookmarksindexed Sep 17, 2026updatedlast updated Nov 4, 2026importedlast imported Nov 4, 2026
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Momentum :)
Padded Armor Color sets! In theory I'll start doing this for most of the player armor sets moving forward. They're relatively quick to make and I think this will keep the visual quality and style consistent compared to added a dye system in. There's still some backend stuff I need to do to fully sup
Nov 4, 2026 0 2
Padded armor textures + Dungeon tiles
Ok, so all the fine details on the padded armor sculpt took me a whole lot longer than I expected (lol). The good news is that I have the low poly done and I've started on the textures now. Now to finish the textures and do the different body types and this should be relatively easy to get rigged an
Oct 27, 2026 0 3
Padded armor + stealth animations
First thing Version 1.15.14 is open to all supporting tiers! And I've been sculpting on some padded armor. Something a bit more lewd after the basic leather armor. There's still a detail pass I need to do and I'll need to figure out the different body types with that chest window. Might take a bit o
Oct 16, 2026 0 4
Even more leather work
Working on the textures for the leather armor set! I haven't quite figured out the overall color scheme though. I think it's because I have so many layered leather elements on top of each other that I need to break those up somehow but still keep them all feeling like leather pieces. I dunno, maybe
Oct 8, 2026 0 1
Quick progress update!
Dove into skill checks for the stealth system. This is going to take a bit of trial and error. I'm using UE5's built in perception system to generate events that the NPC player controller picks up as notifications. So I need to figure out what works better, limiting the size + scope of those events,
Sep 26, 2026 0
Leather and Persuasion
Almost done with the sculpting for leather armor. There's a quick detail pass left and then I can start on the low poly. I'm hoping to fill out some of the armor loot table so after this I've still got to do a chainmail and full plate armor. And I've been continuing the skill check implementations.
Sep 16, 2026 0 1
Build Notes 1.15.14
Link to download post What's new in this build Character origins roughly implemented. Will allow for choosing the characters background, starting location, and starting attributes. Character editor polish with new HSV sliders. Eyebrows are now higher resolution while using less texture space. Charac
Sep 3, 2026 0 1
Version 1.15.14
Sep 3, 2026 0
Soon ('ish)
Just a quick little update. I'm down to the last handful of things on the checklist for this next build. It should be out "relatively soon". But this is also the stage where a feature can take me 5 minutes to double check or it can lead me to a bug that takes me a few days to find and fix. I wish I
Aug 24, 2026 0
Always the implementation
It gets me every time. I'll estimate out how long something will take me and then 80-90% of it will go smoothly and I'll cruise along. Then that last 10-20% ends up taking way longer than I expect it to. So that's what I've been doing the past few days. Tying up loose ends and implementing things in
Aug 12, 2026 0
Juggling numbers and skills
I'm a little bit behind on where I wanted to be as far as progress this week but I've also gotten a ton of stuff done. So, first off... The Skill System I'm still in the middle of implementing this but the primary design stuff is done and it's now a matter of hooking it in everywhere. It's funny but
Jul 30, 2026 0 1
Reorientation
Inquisition reorientation The Inquisition has ways of helping people to see the error of their ways. Just a few sessions and most people are happy, docile, and most importantly obedient. I'm still chipping away at this scene. Getting the visual fx all to balance with each other and the lighting but
Jul 18, 2026 0 4
Reeve's house and more crime logic
A little before and after shot of the Reeve's house. The top is the old placeholder mesh and the bottom is the current work in progress. There's still 2 wings that are going to wrap around the sides and a few scale issues I'm going to clean up. Then I've got to add materials to the roof and windows
Jul 9, 2026 0 2
All of the FX!
FX Goodness So that depth fog material from the previous post... it doesn't play well with bloom and transparency! Which means it nukes a lot of the pretty lighting FX that I thought it would be an easy solution to handle. It's fine, I'm not bitter, nope, we'll just do it the hard way then. Volumetr
Jul 1, 2026 0 1
Chonk, post processing, and jail cells
Chonkiness has been a key component since I first made the character editor. But with chonkiness has come a lot of clipping issues. This week I finally started tackling those. Notice the hands as the character gets thicker don't stay in the same position and start to poke into the thighs anymore. Th
Jun 18, 2026 0 3
Jail time and interior decorating
The crime stuff continues! And with that there needs to be consequences for the player committing crimes. Which means... Jail time Most of this stuff will handle very similarly to Skyrim. Being arrested the player will be teleported to a cell in the local jail. There is a bed that gives the player t
Jun 10, 2026 0 2
Chickens, sliders, crime, and shrooms
The chickens are rigged! They almost have a walk cycle done too! There's some timing stuff I'm going to polish and I haven't touched the wings at all yet. But I'm trying to keep from sinking a ton of time into these since they're more like a cool background feature rather than a primary source of co
May 31, 2026 0 2
Crime, trees, mushroom scenes
I made a good chunk of progress on the crime systems this week. Actions that the player takes, stealing, attacking an NPC, pickpocketing, can now update the crime tracker system. This will keep track of the player's current bounty with a faction, if a faction is hostile to the player, and how long t
May 20, 2026 0 3
Windmills and imp animations
Chipping away at the imp's animation sets and writing the associated narrative scenes for them. I can't post the actual preview animations here otherwise I have to paywall stuff so I'll try to drop those over on the discord. And I was also doing some environment work. The windmills finally got an ar
May 13, 2026 0 1
Animations, writing, bug fixing
First thing - the build is now open to all tiers supporting the project! I just updated the build post so people can grab it HERE. I'm chipping away at the imps animations right now. I'm trying out a few things and refining my workflow to hopefully make things go faster and easier in the future. It'
May 5, 2026 0
Back to it
Had to do my taxes and then took a few days to get caught up on sleep after putting that hotfix together. Then I messed around a bit with some environment work to let my brain recharge. I polished some of the buildings in Redtree and started optimizing and polishing their textures. This should start
Apr 25, 2026 0
Hotfix!
Link to updated download post (be sure to follow the hotfix link for the hotfix) Ok I think the majority of the bugs for the gate guard quest in Redtree have been sorted out. The duty desk guy was spawning under the floor on the main map so it wasn't giving me any errors or breaking the main scripti
Apr 12, 2026 0 1
Build Notes 1.15.13
Link to download post Okay, I'm rushing this one a tiny bit. I really thought I'd have things ready for last week but well, I ran into a couple of speed bumps. I have things together enough to run the build and release it but I've only been able to spot check a lot of the new stuff. Just a heads up
Apr 5, 2026 0 1
Version 1.15.13
Apr 5, 2026 0
Soon...
Just a super quick note and then I'm heading back down into the game dev mines. The only major thing left I have to do are the imp dialogues. All the other big stuff is done and ready for the build. There's still a bunch of loose pieces left too. Things like adding volumes and triggers to the world
Mar 25, 2026 0
Getting towards the bottom of the list
Did a pass on the player's farm area. More detail, slightly different layout, and I'm going to quickly add some dead branches and rocks for the player to clear. The plan is to make this a property the player has to purchase in order to unlock in a future build. Sort of taking bits and pieces of Fall
Mar 16, 2026 0 3
Behavior trees, sounds, scenes, and misc stuff
Trying to catch a whole bunch of little pieces before putting this build out. Added behavior so that shopkeepers inside of buildings can call the guards. This will happen if they see the player stealing from them. It'll trigger a quick dialogue bark of "Guards!!!" then a guard NPC will spawn at the
Mar 7, 2026 0 2
Character origins
You know how in some games they give the player a choice during character creation of the character's background and starting location? I just finished implementing the basics for that into Feign. I was going to add just an extra button during character creation to give the player the option of star
Feb 26, 2026 0 2
The checklist...
I end up writing out so many task checklists when I'm working. They're usually in physical notebooks too. It helps me get focused and feel like I'm making actual progress. Something about the physically writing, then crossing off the list, makes it seem more manageable. Otherwise it feels a lot like
Feb 18, 2026 0 2
Caves and signs
I took a couple days to recuperate from all the dialogue work and jammed out a quick little cave environment. It's always nice being able to switch gears to a completely different discipline or skill set. Dialogue writing is all abstract feeling and managing branches and characterization but then en
Feb 10, 2026 0 2
Fog and more dialogue work
The pink fog comes out at night... The fog is going to be tied into the crystal gate wards that protect the town and local farms. There will also be specific encounters that only happen at night out in the deep fog. But for now it's primarily a really cool vibe late at night when the fog rolls in an
Feb 3, 2026 0 1
So many dialogue trees
Weeks like, when I've been writing the entire time, I feel like the update posts aren't super exciting because I don't have anything really cool for screenshots. Then I end up taking pictures of node graphs (like the image above) and then talking about that. So... lol... now to talk about the node g
Jan 26, 2026 0 2
Combat system polish and banking
Almost done with the combat system upgrades! On top of the basic combat system there's now: Temptations. These can be triggered by projectiles and area of effect abilities. They will cause the player to be unable to attack and move towards whatever is tempting them. The tempter also has the ability
Jan 19, 2026 0 3
More combat systems
First off Version 1.15.12 is open to all tiers that support the patreon! Then this week I've been working on some polish and features for the combat system. The idea is to integrate the lewd content more into the combat experience. Rather than having them feel like two completely separate systems of
Jan 12, 2026 0 2
Back to work!!!
Lots of imp girl work the last few days. I polished her grapple animations, added audio to them, and started adding visual effects. Then I did the "melee" animation (shown in the gif for this post). This will be her close range attack and I think is going to have a bunch of glowy magical stuff going
Jan 5, 2026 0 2
Hotfix #1 for 1.15.12
I updated the download post - just be sure to grab the Hotfix 1 file In this hotfix: Spawn system update NPCs in the monastery shouldn't disappear now when entering scene animations Imp girl's hair mesh has been updated Trespassing NPC behavior has been updated to be less bug prone NPC spawns + idle
Dec 20, 2025 0 1
Build Notes 1.15.12
Link to download post What's new in this build?!? Made the jump to Unreal engine 5.4 (this should hopefully be the last engine version change!) New save system!!! HLODs for exterior world should help framerate and load times New monastery environment + tutorial area Trespassing AI updates New interi
Dec 13, 2025 0 1
Version 1.15.12
Dec 13, 2025 0
So close...
Just a quick update this morning. So yeah, totally misjudged timing and how much crunch would help with writing and scripting. Lol. Turns out trying to crunch on dialogue just ends up with even worse dialogue. Not saying my dialogue is Shakespeare but reading some of it the morning after writing all
Nov 29, 2025 0
Deep within the content mines
Trying to get everything together and somewhat cleaned up for the next build! There's a lot of little bits and pieces I'm trying to get together - fem shrooms, bow + arrow test anims, skeletons, slime hood, and other stuff I'm totally blanking on. Some of it goes smoothly and some of it becomes a la
Nov 23, 2025 0 1
Cat inspired animations!
Well, not really but it looks funny without the other character in the scene. But so I'm cruising through her animation set - these still need some polish but I was able to re-use and re-work a lot of the previous animation set. So polish pass and then the climax animations for this anatomy and that
Nov 15, 2025 0 3
Dialogue scene setup
I started putting all the stuff together in game this week. There's a surprising amount of pieces going into this now. The player using furniture and playing an idle animation specific to that furniture. There's also slots for getting into and out of that idle animation but I'm not sure how necessar
Nov 8, 2025 0 2
From the animation mines
Lost a day this week to a dentist appointment but I'm catching up on animation work. So this is all of her scene cycles for one human anatomy type done. Now I just need the climax animations and the other human anatomy type and then that's her primary animations done for this next build. I also did
Oct 31, 2025 0 7
f imp animations
I'm back home and working on her animation sets. Still in the blockout and planning phase so I haven't touched the smaller controls like her face or her hands yet. And I had to hide the other character in the scene to make things safe for work so I didn't have to paywall this post. There's a few rig
Oct 23, 2025 0 3
Saves, bugs, and dialogue
This week I had to track down a game breaking save bug. This would essentially corrupt the entire save file and immediately crash to desktop whenever that save file tried to load -unless the player remembered roughly where they were on the world map or which interior level, started a new game on tha
Oct 16, 2025 0
The Void
This bug. This one bug. It pops up worse in some builds. Sometimes I can run around in game, in and out of buildings, completely fine. Then close and reopen the editor and the first building I enter I fall through the floor again. It's one of those bugs that is so game breaking to a player. It's not
Oct 8, 2025 0 1
Odds and ends... and getting closer to the next build!
Lots of stuff this week trying to fix bugs and smooth out all the new systems. Candles can be interactive, have a recipe and placeable, + flame fx follows the placeable candle Vfx and sounds can be triggered by volume and by time of day Containers restocking should work correctly now - this will rep
Oct 1, 2025 0 1
More save game work and some imp animating
That's almost everything working (in my brief testing) for the save system! NPCs and their transformations, containers contents and lock state, doors being locked or open, gatherable plants, mining resource points, planted crops, dropped inventory items, and placed inventory items. Items also have a
Sep 25, 2025 0 2
Spawning logic...
Mostly worked on the spawning system this week. It keeps tracks of NPC schedules, where and when they will spawn and despawn. It always respects when the player advances time by waiting or resting and will update NPCs accordingly. It also works with the updated save system so the player won't need t
Sep 17, 2025 0 2
Unarmed animations and map work
Ok, worked some more on the path leading up to the monastery and integrating that into the map better. Still a bunch of fine details to do but the landscape work is mostly done. And as I was playtesting I realized that if the player wants to fight they're way out but doesn't have a weapon that they
Sep 10, 2025 0 4
Showing 1 - 50 of 372